/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006-2011 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "ScriptPCH.h"

enum Yells {
	YELL_AGGRO = -1810008,
	YELL_EVADE = -1810009,
	YELL_RESPAWN1 = -1810010,
	YELL_RESPAWN2 = -1810011,
	YELL_RANDOM1 = -1810012,
	YELL_RANDOM2 = -1810013,
	YELL_RANDOM3 = -1810014,
	YELL_RANDOM4 = -1810015,
	YELL_RANDOM5 = -1810016,
	YELL_RANDOM6 = -1810017,
	YELL_RANDOM7 = -1810018
};

enum Spells {
	SPELL_AVATAR = 19135, SPELL_THUNDERCLAP = 15588, SPELL_STORMBOLT = 20685
// not sure
};

class boss_vanndar: public CreatureScript {
public:
	boss_vanndar() :
			CreatureScript("boss_vanndar") {
	}

	struct boss_vanndarAI: public ScriptedAI {
		boss_vanndarAI(Creature *c) :
				ScriptedAI(c) {
		}

		uint32 uiAvatarTimer;
		uint32 uiThunderclapTimer;
		uint32 uiStormboltTimer;
		uint32 uiResetTimer;
		uint32 uiYellTimer;

		void Reset() {
			uiAvatarTimer = 3 * IN_MILLISECONDS;
			uiThunderclapTimer = 4 * IN_MILLISECONDS;
			uiStormboltTimer = 6 * IN_MILLISECONDS;
			uiResetTimer = 5 * IN_MILLISECONDS;
			uiYellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS);
		}

		void EnterCombat(Unit * /*who*/) {
			DoScriptText(YELL_AGGRO, me);
		}

		void JustRespawned() {
			Reset();
			DoScriptText(RAND(YELL_RESPAWN1, YELL_RESPAWN2), me);
		}

		void UpdateAI(const uint32 diff) {
			if (!UpdateVictim())
				return;

			if (uiAvatarTimer <= diff) {
				DoCast(me->getVictim(), SPELL_AVATAR);
				uiAvatarTimer = urand(15 * IN_MILLISECONDS,
						20 * IN_MILLISECONDS);
			} else
				uiAvatarTimer -= diff;

			if (uiThunderclapTimer <= diff) {
				DoCast(me->getVictim(), SPELL_THUNDERCLAP);
				uiThunderclapTimer = urand(5 * IN_MILLISECONDS,
						15 * IN_MILLISECONDS);
			} else
				uiThunderclapTimer -= diff;

			if (uiStormboltTimer <= diff) {
				DoCast(me->getVictim(), SPELL_STORMBOLT);
				uiStormboltTimer = urand(10 * IN_MILLISECONDS,
						25 * IN_MILLISECONDS);
			} else
				uiStormboltTimer -= diff;

			if (uiYellTimer <= diff) {
				DoScriptText(
						RAND(YELL_RANDOM1, YELL_RANDOM2, YELL_RANDOM3,
								YELL_RANDOM4, YELL_RANDOM5, YELL_RANDOM6,
								YELL_RANDOM7), me);
				uiYellTimer = urand(20 * IN_MILLISECONDS, 30 * IN_MILLISECONDS); //20 to 30 seconds
			} else
				uiYellTimer -= diff;

			// check if creature is not outside of building
			if (uiResetTimer <= diff) {
				if (me->GetDistance2d(me->GetHomePosition().GetPositionX(),
						me->GetHomePosition().GetPositionY()) > 50) {
					EnterEvadeMode();
					DoScriptText(YELL_EVADE, me);
				}
				uiResetTimer = 5 * IN_MILLISECONDS;
			} else
				uiResetTimer -= diff;

			DoMeleeAttackIfReady();
		}
	};

	CreatureAI *GetAI(Creature *creature) const {
		return new boss_vanndarAI(creature);
	}
};

void AddSC_boss_vanndar() {
	new boss_vanndar;
}
